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1. Sticky:[Phoebe] Lowsec Doomsdays - in Player Features and Ideas Discussion [original thread]
DSTs, the Venture and, er, supercapitals. Two are industrial ships with no significant offensive capacity. The other is the most powerful ships in the game. But all have built-in, penalty-free WCS. The main difference is that the one that isn't a...
- by Gypsio III - at 2014.10.12 13:05:00
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2. Offgrid Boosting - yes another , but a bit different thread - in Player Features and Ideas Discussion [original thread]
Anthar Thebess wrote: Why it is so overpowered ? Because the magnitudes of the bonuses are often vastly in excess of what can be obtained using even officer modules.
- by Gypsio III - at 2014.09.17 10:19:00
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3. Sticky:Pre-CSM Summit Nullsec and Sov Thread - in Player Features and Ideas Discussion [original thread]
Carniflex wrote: About power projection. You can already currently tele-port around EVE with 2 minute timer (or faster if you find some friendly local willing to penetrate your pod). So even outright removing all jump capable combat ships wil...
- by Gypsio III - at 2014.09.15 14:45:00
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4. [IDEA] System-Wide Decloaking Pulse - in Player Features and Ideas Discussion [original thread]
How would this help against highsec suicide gankers? Why would they be cloaked?
- by Gypsio III - at 2014.07.16 22:59:00
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5. Proposal: Do away with turret signature resolution stat - in Player Features and Ideas Discussion [original thread]
Phaade wrote: arguably one of the worst idea's I've ever heard. How does the OP not understand that signature resolution is an entirely seperate mechanic from tracking speed. Please explain further.
- by Gypsio III - at 2014.07.06 00:46:00
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6. Proposal: Do away with turret signature resolution stat - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied...
- by Gypsio III - at 2014.07.03 10:43:00
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7. Proposal: Do away with turret signature resolution stat - in Player Features and Ideas Discussion [original thread]
Gorn Arming wrote: This thread has been a goldmine of posts by people who don't understand math. Yep. Threads about tracking are always like this. And the sig resolution issue is a pretty bit part of people's misunderstanding, a distressing ...
- by Gypsio III - at 2014.07.03 07:51:00
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8. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
Arctic Estidal wrote: Gypsio III wrote: Two solo transport options are neither needed nor desirable, as one would inevitably supplant the other. The niche of "escorted, high-capacity hauler" is better. A DST has twice the cargo of a T1 haul...
- by Gypsio III - at 2014.07.01 17:42:00
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9. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
Two solo transport options are neither needed nor desirable, as one would inevitably supplant the other. The niche of "escorted, high-capacity hauler" is better. A DST has twice the cargo of a T1 hauler. When scouting fails, the extra tank of a D...
- by Gypsio III - at 2014.07.01 12:24:00
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10. CCP Rise, what is next? - in Player Features and Ideas Discussion [original thread]
I didn't realise that two armour-tanking Amarr laser battleships weren't enough for people. Actually, Arline proposes a Geddon with three turrets and two launchers, so it's not quite a laser boat... in fact I don't know what it is. The Geddon ...
- by Gypsio III - at 2014.06.23 12:44:00
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11. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
Stuhami wrote: Diminishing micro jump time wont get you past gate camps since 2 seconds is more than enough for a frigate or dedicated point to eliminate your ability to use the MJD... So your idea of reducing it would be pointless, then? ...
- by Gypsio III - at 2014.06.09 11:23:00
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12. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
If you want to break through gate camps, or "run blockades", there's a set of ships designed for just that purpose. You've just got stuck on the name "deep space transport". A better name would be "highsec transport".
- by Gypsio III - at 2014.06.08 12:04:00
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13. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
Alexander McKeon wrote: Uh, I have a loki with no prop mod at 163m signature with mind-linked boosts. Not for an armour Loki, you don't. Even without links you don't. Sorry. Armour resist-bonused Loki has base sig of 130 m. T3 links take...
- by Gypsio III - at 2014.06.05 10:41:00
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14. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
Alexander McKeon wrote: hahaha, I don't think that I've ever been accused of being a CCP alt before, that's a first. Taking a capital escalation-fit Loki (with links) from full armor to ~20% with a single volley is cause for concern about anti-...
- by Gypsio III - at 2014.06.03 22:02:00
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15. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
Kassasis Dakkstromri wrote: [quote=Gypsio III] With that said, why not make it a small captial gang brawler? It's not like it would hurt the phoenix or the community to have a dread that helps out WH pilots, seeing as it's never going to gain ...
- by Gypsio III - at 2014.05.30 10:47:00
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16. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
Kassasis Dakkstromri wrote: One thing I did note is that trying to Citadel Cruise fit you are stuck choosing a Sensor Booster over the Target Painter for two reasons: 1) You can't target as far as you can shoot and need the Range Script on t...
- by Gypsio III - at 2014.05.29 10:39:00
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17. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
O'nira wrote: it's gonna destroy caps vs caps fights wich is honestly what dreads are used for 80% of the time in whs. it can even fit stupid ass rigs to be a monster at subcap blapping if that's the only thing that you are going for - and it w...
- by Gypsio III - at 2014.05.27 22:45:00
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18. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
Easier, safer and quicker movement of large amounts of materials across highsec is not good for the game. The thrust of the second edition is good, it should just be toned down a bit.
- by Gypsio III - at 2014.05.25 13:52:00
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19. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
Kaarous Aldurald wrote: I think they took into account that these ships are flown the way they are precisely because the pilot does not want to be paying continuous attention to it. Those people would be dying in droves. Nevermind that, for t...
- by Gypsio III - at 2014.05.23 13:19:00
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20. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
Major Trant wrote: My alts fly Charons and Rheas and generally I think this is a good step in the right direction. However, this mish mash with the low CPU and role bonus towards Bulkheads is really a poor design decision, motivated by laziness...
- by Gypsio III - at 2014.05.23 12:50:00
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